// Пересчитываем статы на основе текущего уровня и тд. private void CalculateStats() { if (isAlly) { int unit_lvl = GlobalData.GetInt(UnitClass); Damage = ClassicDifficultSystem.CalculateAllyStats(Damage, unit_lvl); MaxHealth = ClassicDifficultSystem.CalculateAllyStats(MaxHealth, unit_lvl); Health = MaxHealth; // Если юнит тинкер, записываем турель if (UnitClass == "Tinker") { turret = unit_wrapper.transform.GetChild(1).gameObject; } } else { if (ArenaManager.instance.isArenaOn) { //value* Mathf.Pow(wave_num + 10, 1.01f) * 0.085f; Damage *= (Mathf.Pow(ArenaManager.instance.wave_num + 10, 1.01f) * 0.095f) * 0.7f; MaxHealth *= Mathf.Pow(ArenaManager.instance.wave_num + 10, 1.01f) * 0.095f; Health = MaxHealth; } else { Damage = ClassicDifficultSystem.CalculateEnemyStats(Damage) * 0.7f; MaxHealth = ClassicDifficultSystem.CalculateEnemyStats(MaxHealth); Health = MaxHealth; } } }
// Возвраем статы юнита private int GetStats(bool isHP, int lvl) { if (isHP) { return((int)ClassicDifficultSystem.CalculateAllyStatsGuild(units_stats.GetUnitHP(ChoosedUnit), lvl)); } else { return((int)ClassicDifficultSystem.CalculateAllyStatsGuild(units_stats.GetUnitDMG(ChoosedUnit), lvl)); } }